Parallel Ray Traversal Thread Scheduling

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Solution Overview

Problem

In ray tracing, parallel processing units often experience idle time due to varying completion times of different rays, leading to reduced performance as some computational units wait for others to finish processing.

Innovation Solution

The method involves identifying nodes within an acceleration structure associated with a ray's path and distributing the processing of these nodes across multiple threads, allowing for efficient traversal and reducing idle time by assigning and reassigning nodes as needed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If parallel processing units trace multiple rays simultaneously using synchronized threads, then throughput is improved, but idle time increases due to varying completion times

Engineering Contradiction:
Improveray tracing throughputVSAvoididle time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent segments the ray tracing workload by dividing the acceleration structure into multiple nodes and distributing them across different threads. Instead of assigning entire rays to individual threads, each thread processes multiple nodes from different rays, enabling finer-grained parallelism and better load balancing across computational units.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements dynamic work distribution where threads can steal nodes from a shared pool when their local work queues are exhausted. This dynamic allocation allows threads to adapt to varying processing speeds and prevents idle time by continuously assigning available work to ready computational units.

Inventive Principle:
Principle #15Dynamics

2Reliability

If computational units wait for synchronized completion, then correctness is maintained, but performance deteriorates due to idle computational units

Engineering Contradiction:
Improveprocessing correctnessVSAvoidcomputational utilization
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent uses preliminary action by pre-allocating nodes to thread-local work queues before processing begins. Threads process nodes from their local queues without needing to synchronize with other threads, eliminating wait states while maintaining correctness through deterministic processing order within each thread.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent introduces a shared node pool as an intermediary between the acceleration structure and individual threads. Threads can independently draw nodes from this pool without inter-thread synchronization, allowing asynchronous processing while ensuring each node is processed exactly once through proper pool management.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS9305392B2Fine-grained parallel traversal for ray tracing
Publication Date: 2016.04.05 NVIDIA CORP
  • US9305392B2 patent drawing
  • US9305392B2 patent drawing
  • US9305392B2 patent drawing

AI summary

Techniques are disclosed for tracing a ray within a parallel processing unit. A first thread receives a ray or a ray segment for tracing and identifies a first node within an acceleration structure associated with the ray, where the first node is associated with a volume of space traversed by the ray. The thread identifies the child nodes of the first node, where each child node is associated with a different sub-volume of space, and each sub-volume is associated with a corresponding ray segment. The thread determines that two or more nodes are associated with sub-volumes of space that intersect the ray segment. The thread selects one of these nodes for processing by the first thread and another for processing by a second thread. One advantage of the disclosed technique is that the threads in a thread group perform ray tracing more efficiently in that idle time is reduced.